Tutorial 10

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HPE 2204

Curriculum Models in Physical Education


Games for understanding A tactical games approach
Tutorial 10
1.Warm-up
a) Ball Flight Judgement
The ability of a student to predict the path of the ball, both in terms of space (where) and time (when) is critical to
success in volleyball. This prediction must also be accompanied by a movement of the player to the point of
interception, and by his or her preparation to play the ball.
It is therefore essential that students are taught the fundamental skills of judging ball flight and that some time is
allocated to learning these skills.
In volleyball, three types of trajectory can be defined.
Type One
e.g. the overhand pass. Characterised by low speed and easily identifiable peak point. This trajectory is easiest
to judge.
Gives time to judge where body is in relation to the ball.
Types of skills to teach kids where their body position should be in relation to the ball.

When introducing the game:


Teach good feeding skills to ensure the use of this type of trajectory.
Use a high net.
Do not allow players to serve the ball overarm. (Start the rally with a volley or underarm throw over the net.)
Student A and B play the ball back and forth. C and D try to hit the ball with
their ball.
All 4 students have a ball they attempt a mid-fight collision.
Key Teaching Terms- show me fireworks
Type Two
e.g. overarm serve. Characterised by high speed and flat trajectory. This is considered
moderately difficult to judge and should not be used with beginners.
Not suited to primary school students.

Type Three
e.g. smash. Characterised by very high speed and downward trajectory. This is considered
very difficult - to judge and controlling this type of shot is an advanced skill.

HPE2204 Semester 2 2016 Tutorial 10

b) Practice for Ball Flight Judgement (Type One Trajectories)


Peak Point
Aim:
Rules:

Progression:

To teach reading of ball flight.


Each player with one ball (any type). Toss the ball in the air, clap at the peak point of the ball.
(By clapping at the moment the ball peaks, the player acknowledges the mid-point of the ball
flight, which helps in judging the point of interception.) Catch the ball.
Toss the ball in the air, clap at peak, allow the ball to bounce or no bounce allowed.
Move to catch it:

sitting down
after turning 180 360
behind back
as close to the ground as possible
lying down with feet
above forehead
with a jump.

c) Advanced Practice (Type Two Trajectories)


Track the Ball
Aim:
Rules:

To develop the players ability to judge ball flight and to coordinate movement.
Working in pairs, feeder and worker on opposite side of the net Feeder throws overarm or
serves overarm to a partner on the other side of the net. The partner moves to:
let the ball bounce between the feet.
let the ball go through the arms like a basket.
catch the ball between the knees.
turn 180 to let the ball bounce off the coccyx.
turn 180 to let the ball bounce through
the legs.

1. SEPEP 2v2 Scrimmage Games - Divided Court Game 5

Conduct rules:
fair play;
keeping an accurate score.

Procedural rules:

volleyball length court at a width two individual scan stretch, with a net at volleyball height *;

conditioned game - service delivered with I hand

Primary rule change catch first ball, fight 1 to partner, over hand pass, attack with 1 or 2 hands

3 touches
method of scoring;
net touch by player reinforced
max 3 touches
rotation
Tactical solution:
With the ball
to send the object across the net so that it is difficult to return.
o Placement
o Power
HPE2204 Semester 2 2016 Tutorial 10

o Disguise
Without the ball
to cooperatively cover the court area to deny space to the opposition and be comfortably placed to play the object.

Strategical solution:
Without the ball
Service Receive
communication mine/in or out
defend off the net
With the ball
partner- feed the ball to the net and higher than the net so the ball can be delivered in a downward direction from a point higher
than the net. Consider the strength & weaknesses of the hitter
Creating and controlling space for the spike to be effective
3. Blocking
The block is the first line of defense against the smash. It may be performed by one, two or three front-row players who
jump at the net to stop the smashed ball from crossing the net and to deflect it back into the oppositions court. The
block can also stop the smasher from hitting a particular area of the court, thus channeling the ball to where the back
court defenders have been placed.
Blocking is a difficult skill to master, but time spent practising it will be well rewarded. Good blocking not only wins
points, it can also demoralise the other team and pave the way for victory.
Types of Block
A block can be performed by one player alone or in combination with one or both of the other front court
players to form a two or three- person block.
A two-person block is most common in volleyball, as it is the best compromise between strong blocking and
adequate court coverage, i.e. it is too easy to smash past a one-person block and there is too much court for
only three players to defend it three blockers are used.
Being a good blocker depends on many factors other than jumping high. Much more important is knowing why, when
and where. Read the smasher and control the hands while blocking.
Technique Description Block
The student should:
stand about half a metre from the net in Volleyball position
hands in front of the shoulders elbows forward (ears on)
be balanced and ready to move to either side depending on where the ball is set.
watch the opposition develop their attack and move quickly to where it is
anticipated the attacker will hit the ball over the net.

use side steps or cross steps to move along the net, and use a brake step to stop
lateral movement before jumping.

Practices for the Block


Wall Block - Ensure that there are no obstructions on the wall.
Aim: To teach control in the air and the use of the hands when blocking.
Rules: Students block against a wall, above a chalk line. The whole hand should be
HPE2204 Semester 2 2016 Tutorial 10

KTP:

placed on the wall. Dont touch the wall (except with the hands).
Students jump using vigorous knee extension and controlled arm movement.
Land on the same spot.

Shadow Block
Aim: To teach movement along the net.
Rules: A faces partner B across the net. A uses side step to move left or right. B follows. Students
block jump to touch hands palm to palm above
KTP: B must be ready to move (knees bent) and quickly follow As movement.
Control of jumping and landing (no net touches) is more important than speed of movement or height
of jump at this stage.
Fronting the Attacking
Aim: To teach block timing and fronting the
Rules: A smash approaches, jumps and throws the ball over the net. B block-jumps to prevent the
ball from crossing the net.
KTP: B must synchronize his/her jump with the attack.

Progression: A varies direction of approach. B must move to front the hitter.


KTP:
will

As A varies the direction of approach, B must observe A and


move quickly, using side steps, to get in front of where the ball
cross the net.

Smash and Block


Smash and block drills should be practised only if both skills can be performed with control. If this is not the case, there
is a risk of the smasher and blocker colliding.
4. Cooperation 3 v 3
Court Size:
Net Height:
Ball:
Contacts:

From 8m x 4m up to 12m x 6m, depending on ability of students and court marking available.
(Inside lines of a badminton court are satisfactory.)
Mens height will give the students time and encourage longer rallies.
Soft Touch
All overhand passes

Tactics
a. There are three court zones.

b. Service reception formation: designated setter is


Students rotate
clockwise when they
student 2
stands at the net;
students 1 and 3

who

win the right


serve receive service.

to

HPE2204 Semester 2 2016 Tutorial 10

c. Cover the smasher to pick up the ball if it rebounds


back into court off the block.
Official Rules 3 v 3
Court Size:
Net Height:
Ball:
Contacts:

From 8m x 4m up to 12m x 6m, depending on ability of students and court marking available.
(Inside lines of a badminton court are satisfactory.)
Mens height will give the students time and encourage longer rallies.
Soft Touch
Underarm serve, underhand pass, smash & block are introduced
Minimum two contacts, maximum three.

1. The server is designated as a back court student and is not allowed to block or smash.
2. The block does not count as one of the teams three contacts.
3. Server must serve from behind the baseline.
4. Net contact and centre line faults are strictly enforced (to prevent blockers and smashers landing on top of each
other at the net).
5. Rally point. A team wins a set when it reaches 25 points with a minimum lead of two points, e.g. 24-24 play
continues until a two point lead is achieved 27-25. The match is won by the team that wins three sets.
Tactics
d. Defence with no block.
Student 2 covers against the short attack;
students 1 and 3 cover deep
.

e. Defence with one blocker. Use only against a strong


smasher. Student 2 moves from outside the line of the
block and prepared to cover against a tip attack.

HPE2204 Semester 2 2016 Tutorial 10

5. Preparation for Week 11


Game Format 4 v 4 Supermini-volley
Condition for Game Play
Court size:
1 4m x 7m (outside lines of a badminton court).
Net height:
2.10 metres.
Ball:
Volleyball.
Contacts:
As per official rules
Scoring:
As per official rules
Official Rules Introduced
There is an attack line two metres from the net. The back court player 1 cannot smash the ball from in front of the
attack line.
Tactics
a. There are four court zones.
Player 1 is a back court player.
Players 2, 3 and 4 are front players

b. Service reception formation;


designated setter is player 3.
Players 4, 1 and 2 are ready to receive the serve.
.

c. The setter has two attack options:

d. Attack cover formation for attack


HPE2204 Semester 2 2016 Tutorial 10

to set either to player 2 or to player 4.

by player 4: 1-2-1 system.

e. Defence with no blockers.


Player 3 covers short, player
4, 1 and 2 cover deep.

f. Defence with one blocker.


Player 2 covers the tip.
Players 4 and 1 cover deep.

g. Defence with one blocker against


an attack through zone 4.

HPE2204 Semester 2 2016 Tutorial 10

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